Charlie Cutter (
alittlesweptup) wrote in
exsiliumooc2013-11-10 07:36 pm
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MUTINY PLAYER PLOT: finalized teams & plot timeline
As promised, here's a comprehensive list of teams going into the mutiny player plot. This post also includes a timeline of events during the course of the mutiny plot. For a reminder, we want to stress that though these teams will be taking care of much of the incidental action that the plot is structured on, these roadblocks are really only in place to facilitate CR for the community at large! So no worries if you're not on a team, there's still plenty for you to do! People are still plotting and networking together on the first post (located here) so we encourage you to check that out if you don't have plans already!
FINALIZED TEAMS:
NETWORK/COMMUNICATIONS
LIGHTING CONTROLS
GRAVITY REGULATION
DOOR CONTROLS
TRANSPORTER ROOM
Note: All players, both those on teams and off, should feel free to engage in spy games, double crossing and secret meetings etc if they wish to. There may be members of the mutiny force among you doing just that themselves!
As you may note, sometimes mutineers appear on more than one team. This is to facilitate freedom of movement for mutineer player characters throughout the duration of the plot (as much as is possible given the lock down situation, obviously). Mutineers may change positions at times/move to other parts of the base as they're needed. If you want to plot with a specific mutineer, don't feel constrained by which team they're on as once distractions are dealt with, you should be able to create private logs and individual threads with anyone outside the transporter room itself.
For Pro-Initiative team members who appear on two teams (thanks RNG!), please let us know if you are unable to satisfy the necessary activity to handle both roles and which you'd prefer to keep so we can cycle someone else into the available empty slot.
As always, if anyone on either team (pro-Initiative or pro-mutiny) decides they don't have the time to participate at all, please give us the heads up so we can plan accordingly.
OKAY, WELL NOW WHAT?:
Now that teams have been made for both sides, we ask that you get into contact with both your fellow teammates and the mutineers you'll be facing on an OOC level to discuss strategy and come to a consensus of how goals will be met (Mutineers have already plurk space for this; pro-Initiative teams will have one by the end of today, and if you’d like to go ahead and create smaller private plurks/aim chats/journal posts/etc for specific teams please feel free to). We don't need anything too detailed (as that's more than half the fun of actually doing the threads), but we do strongly encourage conversation between both parties both to facilitate speedy threading and to keep the event as a whole tonally coherent.
Remember: ACTIONS HAVE CONSEQUENCES! Many problems may be solved with or without conflict (using secondary terminals to override the base's technical controls etc) and those that can't may be solved either through diplomacy or with force. Most mutineers have no interest in harming their fellow transports, but any violent action taken against them runs the risk of elevating the tension of not only an individual conflict but the mutiny as a whole. When plotting with your teams, carefully consider the IC consequences and CR that may result for your decisions.
PLOT TIMELINE:
DAY 1
‣ 0259hrs - a mysterious transmission appears on the network; it’s the last viewable entry until the network regains functionality
‣ 0300hrs - basic technical systems (lighting, gravity regulations, door controls and the transport network) of the base fail simultaneously and without warning; characters will be stuck in their current locations for at least a half hour; unbeknownst to the transport community at large, mutineers take control of the transporter room
‣ 0330hrs - the door controls of the base begin to fluctuate wildly, unlocking and locking seemingly at random; this locking and unlocking funnels most transports into the housing/vr/cafeteria areas of the base; transports may wish to making supply runs to the cafeteria to build up a stores in case the cafeteria is locked off for an extended period of time; in the mean time, have fun floating around in slowly alternating gravity levels!
‣ 0500hrs - the mutineers make a broadcast over the base’s PA system which finally alerts transports as to what’s causing the technical failures in the base, if not the exact details (see below - these will be available ICly as well, but because of how we're putting logs up we want you guys to have access to this early)
‣ 1535hrs - pro-initiative forces regain control of the base’s gravity regulation
DAY 2
‣ 0615hrs - pro-initiative forces get the network back online; transports can now communicate remotely with one another
‣ 0700hrs - garbled mutineer radio communications may be picked up by player characters in possession of handheld radios/transceivers.
‣ 1600hrs - the mutineers make a secondary broadcast over the base’s PA system stressing both their goals and demands
DAY 3
‣ 0800hrs - characters in possession of handheld radios/transceivers continue to receive mutineer radio transmissions
‣ 1120hrs - pro-initiative forces get the lighting in the base back online
‣ 1200hrs - the mutineers make a third and final broadcast over the base’s PA system in line with their previous two broadcasts
DAY 4
‣ 0115hrs pro-initiative forces regain control of the door controls and dispel the magical fields effecting them, enabling transports to move about the base freely and enabling a clear path for some transports to reach the observatory/east cargo hold and, finally, the transporter room itself
‣ 0200hrs - pro-initiative forces make their way through the defensive mutineers in the observatory and east cargo hold and into the transporter room
‣ approx. 0230hrs - pro-initiative forces retake the transporter room
Logs for the team oriented part of the mutiny plot will go live on Thursday, Nov. 14th and forward dated accordingly to give players time to work through time sensitive events. The general community mingle log will go up on Saturday, Nov. 16th.
QUESTIONS?:
Please ask in the separate comment for questions below!
NETWORK/COMMUNICATIONS
PRO-INITIATIVE Shelke Rui ![]() Barbara Gordon ![]() Sollux Captor ![]() | MUTINY Max Kearney ![]() Helena Bertinelli ![]() Dick Grayson ![]() |
LIGHTING CONTROLS
PRO-INITIATIVE Asche ![]() Peter Parker ![]() Chrysos Kineas ![]() | MUTINY Victor Sullivan ![]() Altaïr ibn La-Ahad ![]() Han Solo ![]() Finn the Human ![]() |
GRAVITY REGULATION
PRO-INITIATIVE Tenth Doctor ![]() Pascal ![]() Soldier Blue ![]() | MUTINY Roy Harper ![]() Ryoji Kaji ![]() Giovanni Auditore da Firenze ![]() Kaniehtí:io | Ziio ![]() |
DOOR CONTROLS
PRO-INITIATIVE Stephanie Brown ![]() Jaime Reyes ![]() Kate Kane ![]() | MUTINY Syllona ![]() Luke Skywalker ![]() Johnny D'Amico ![]() Sokka ![]() |
TRANSPORTER ROOM
PRO-INITIATIVE Koltira ![]() Kang ![]() Barbara Gordon ![]() Ella Ellis ![]() Lightning Farron ![]() Kate Kane ![]() Hitsugaya Toushirou ![]() Raiden ![]() | MUTINY (inside) Chloe Frazer ![]() Charlie Cutter ![]() Tempest ![]() Connor | Ratonhnhaké:ton ![]() Tess ![]() (outside) Seviilia Brightwing ![]() Maria Thorpe ![]() James Bond ![]() Connor ![]() |
Note: All players, both those on teams and off, should feel free to engage in spy games, double crossing and secret meetings etc if they wish to. There may be members of the mutiny force among you doing just that themselves!
As you may note, sometimes mutineers appear on more than one team. This is to facilitate freedom of movement for mutineer player characters throughout the duration of the plot (as much as is possible given the lock down situation, obviously). Mutineers may change positions at times/move to other parts of the base as they're needed. If you want to plot with a specific mutineer, don't feel constrained by which team they're on as once distractions are dealt with, you should be able to create private logs and individual threads with anyone outside the transporter room itself.
For Pro-Initiative team members who appear on two teams (thanks RNG!), please let us know if you are unable to satisfy the necessary activity to handle both roles and which you'd prefer to keep so we can cycle someone else into the available empty slot.
As always, if anyone on either team (pro-Initiative or pro-mutiny) decides they don't have the time to participate at all, please give us the heads up so we can plan accordingly.
Now that teams have been made for both sides, we ask that you get into contact with both your fellow teammates and the mutineers you'll be facing on an OOC level to discuss strategy and come to a consensus of how goals will be met (Mutineers have already plurk space for this; pro-Initiative teams will have one by the end of today, and if you’d like to go ahead and create smaller private plurks/aim chats/journal posts/etc for specific teams please feel free to). We don't need anything too detailed (as that's more than half the fun of actually doing the threads), but we do strongly encourage conversation between both parties both to facilitate speedy threading and to keep the event as a whole tonally coherent.
Remember: ACTIONS HAVE CONSEQUENCES! Many problems may be solved with or without conflict (using secondary terminals to override the base's technical controls etc) and those that can't may be solved either through diplomacy or with force. Most mutineers have no interest in harming their fellow transports, but any violent action taken against them runs the risk of elevating the tension of not only an individual conflict but the mutiny as a whole. When plotting with your teams, carefully consider the IC consequences and CR that may result for your decisions.
DAY 1
‣ 0259hrs - a mysterious transmission appears on the network; it’s the last viewable entry until the network regains functionality
‣ 0300hrs - basic technical systems (lighting, gravity regulations, door controls and the transport network) of the base fail simultaneously and without warning; characters will be stuck in their current locations for at least a half hour; unbeknownst to the transport community at large, mutineers take control of the transporter room
‣ 0330hrs - the door controls of the base begin to fluctuate wildly, unlocking and locking seemingly at random; this locking and unlocking funnels most transports into the housing/vr/cafeteria areas of the base; transports may wish to making supply runs to the cafeteria to build up a stores in case the cafeteria is locked off for an extended period of time; in the mean time, have fun floating around in slowly alternating gravity levels!
‣ 0500hrs - the mutineers make a broadcast over the base’s PA system which finally alerts transports as to what’s causing the technical failures in the base, if not the exact details (see below - these will be available ICly as well, but because of how we're putting logs up we want you guys to have access to this early)
[Click-HHHSSSHK-click!
A woman’s voice speaks over the moon base’s PA system, echoing through the dark corridors and off the odds and ends gently floating through them thanks to the lack of gravity regulation. The voice is rich and accented, with a certain practiced ease to it - one that sharpens to a point the longer she talks:]
Testing. Testing-- are we good? Christ, I'm not echoing, am I? No?
All right good. Listen up, fellow transports. As you might have noticed, some of the base's general systems have gone offline: this, I assure you, is absolutely intentional. There's no need to panic.
So moving on from the understandably frustrating to the even more frustrating, I'm sure you all have also noticed the fact that we're currently all stuck-- starving and defenseless-- on the bloody moon. In a base that was, up until a few days ago, overrun with zombies. And before that, thousands of lives were bombed right out of existence, and before that, an entire world-- and before that we were all still being thrown at the United Earth for the sake of dying off repeatedly in a war we never stood a chance or had a say in. Transports have been treated like pawns since day one, and I'm sorry, but we don't deserve it.
If we're giving up our lives and our freedom, I'd say it's about time we earned ourselves a little equality.
We deserve a say in what goes on in this fight, and with that in mind, a few of us have decided to hold onto the transporter for a while. Just until the Initiative agrees to treat us like people instead of ammunition. Trust me, we’re not here to hurt anyone; none of this has to end badly. But it does need to end. Things have got to change. And if this is what it takes? This is what it’s going to be.
We need your help; please don’t make it any harder for us.
[The PA clicks off, pitching the base once more into complete radio silence.]
‣ 1535hrs - pro-initiative forces regain control of the base’s gravity regulation
DAY 2
‣ 0615hrs - pro-initiative forces get the network back online; transports can now communicate remotely with one another
‣ 0700hrs - garbled mutineer radio communications may be picked up by player characters in possession of handheld radios/transceivers.
‣ 1600hrs - the mutineers make a secondary broadcast over the base’s PA system stressing both their goals and demands
[The PA clicks on with its distinct feedback noise. A moment later, the same woman from yesterday’s announcement begins to speak. There’s a forced light heartedness about the words, a sarcasm there clearly meant to cut:]
Okay, look. Maybe we got off on the wrong foot, yeah? Because some of you-- and I won't name names, 'batfamily'-- seem to think we're not on the same side here. I know it's a pain in the ass when you're stuck sitting in the same spot day in and day out: we've been doing it for the past year, after all. But it'd be nice if you would stop turning on everything we've turned off, all right?
Keep the network, keep the gravity. Fine. It's a show of good faith on our part that we'd rather you not die of boredom. Did I mention it's boring in here? You know, fighting for transport equality.
Because it really is.
[Click. The PA shuts off.]
DAY 3
‣ 0800hrs - characters in possession of handheld radios/transceivers continue to receive mutineer radio transmissions
‣ 1120hrs - pro-initiative forces get the lighting in the base back online
‣ 1200hrs - the mutineers make a third and final broadcast over the base’s PA system in line with their previous two broadcasts
[By now the click-hiss-click of the PA system coming on is probably familiar. There’s a beat - a sharp intake of breath from the other end - and then the same woman who’s been addressing the base for the past two announcements speaks. This is the last message they’ll send out, though they likely don’t know it yet.]
We get it, okay? You want to do the right thing; you want to be the hero. So just-- just stop for two seconds and think about how much you need this change. How much we all need this change. Stopping us now won't make anything better, I promise you that. Worlds have been destroyed thanks to their carelessness-- their own bloody city wiped out and left behind-- you can't seriously think we should be answering to them without a say in what goes on.
[And here a man’s voice breaks in for the first time. It’s heavily accented, likely distinct enough that anyone familiar with Cutter will recognize it. His voice is also clipped - raw - clearly tired:]
Look, obviously this isn’t the way we’d prefer to do this - but there’s no time for anything else. There’s a bloody UE rover out there - if they don’t know we’re here already, they will soon. We can either do this now, get our foot in the door and get enough of a voice to fix things, or we risk being wiped off the map by the UE. Or we go back to status quo, somehow pull together our shit long enough to get back down on the island and-- then what? Because don’t try to sell it to me that the Initiative will learn from their mistakes and if we wait until we’re downstairs again, when there’s time for diplomacy, they’ll be back to outnumbering us and we’ll have nothing. We’ll have frittered away our only bargaining chips.
This whole time there’s been two options to how this moon base nonsense ends: either the UE crushes us, or we get back to Exsilium and return to kowtowing to whatever the Initiative demands until they land us back in a situation just like this one.
Now there’s a third option.
[The first voice returns, nearly talking over the man’s last point.]
It might not be the way you'd go about it but this is the only shot we've got at pulling this off, before the Initiative is staffed enough to keep us away from their toys.
Don’t let it be for nothing.
[There’s a click and a hiss as the PA system switches off.]
DAY 4
‣ 0115hrs pro-initiative forces regain control of the door controls and dispel the magical fields effecting them, enabling transports to move about the base freely and enabling a clear path for some transports to reach the observatory/east cargo hold and, finally, the transporter room itself
‣ 0200hrs - pro-initiative forces make their way through the defensive mutineers in the observatory and east cargo hold and into the transporter room
‣ approx. 0230hrs - pro-initiative forces retake the transporter room
QUESTIONS?:
Please ask in the separate comment for questions below!
QUESTIONS?
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unless he's cloned himself.
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Re: QUESTIONS?
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And what the spells will basically do is scramble where they would physically lead for what I'm estimating won't be for very long, possibly a few hours depending how our door fixing team figures it out. But my actual question from all this is whether or not you guys think this is something feasible OOCly for being late information? It's something the rest the players should know about obviously so they can use it if they'd like for popping in strange places around the base, but I wanted to run it by you on whether or not it complicates things a bit too much?
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LIGHTS PLOTTING
PRO-INITIATIVE
But, if either of you would rather have your character 'in charge' it's not hard to make Asch take the back seat, either, if one of them volunteers and also seems reasonably competent (which I'm sure they will, going by what I remember from canon). Which would you guys prefer?
OH, and if you want to contact me for more direct plotting:
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Re: PRO-INITIATIVE, late to the party with starbucks sorry
Pro-Mutiny
Sully's not out for blood here, as far as he's concerned this thing should go down without a hitch. Which shows a curious lack of self-awareness on his part. So he's going to be fairly non-violent (and hell, he just turned off the lights, calm down pal), but if you point a gun at him expect the same in return. If it seems like a no-win situation he knows how to fold. He hasn't made it this far in life without having a self-preservation instinct.
Diplomacy: High
Aggression: Moderate
Defensive Reaction: Moderate
Threat Level: Moderate
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PRO-INITIATIVE
Additionally, Peter is technologically inclined and capable of doing things pretty quickly. That said, he's a bit of a spaz. He will be in costume, so this is Spider-Man and not Peter, and that comes with all levels of not-shutting-up as you might expect. Feel free to find him as irritating as possible because he is kind of irritating.
Diplomacy: I don't know how to answer this because Peter's version of diplomacy is talk at/banter at the person and don't often expect results. Low?
Aggression: Moderate
Defensive Reaction: High, see: spider-sense
Threat Level: Low-Moderate in terms of "will Peter kill my dude?" because that's an absolute no. Will he disable with webs? Yes.
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Pro-Mutiny
Altair's very well spoken and will be up for debating why he's fighting, but if he sees he cannot convince someone, he'll, idk, knock them out, lock them in a closet, or something. Start and try to finish a fight, basically. He doesn't want to kill anyone (surprise surprise!), but violence is likely if his safety is threatened. And while he's never met his teammates before this, what they are fighting for is something he would give his life for. He'll defend them too. Some of his Assassin cohorts are in the mutiny in general, idk if that will come up, but if something serious happens to THEM, he'll take equally extreme measures to eliminate any threats.
He can use Eagle Vision when standing still. In other words, HE SEES YOU THAR. So, he's chill with the dark. Otherwise human norm, though exceptionally skilled. More deets are in his journal.
Diplomacy: High
Aggression: Moderate (idk it depends? He's level-headed but he may initiate Jack Bauer interrogation technique??)
Defensive Reaction: High
Threat Level: Sharp things don't kill people. People with sharp things kill people. U_U
Neutral Good alignment with a side of extreme means, e.g. he will kill someone if he thinks it's necessary. Values freedom over security, free will over the law, and adapting to change over maintaining stability.
Door Controls and Stuff
It's that or lock himself into the central control room until someone can get inside and get at him. Open to suggestions, ideas, plotting, etc. Plotting for this stuff goes here!
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PRO-INITIATIVE
(If not, however, he has superstrength and guns and blades and all that jazz, though he will almost automatically defer to A: population control blasts that render normal people unconscious for an hour or so, or B: containing force fields.)
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Since they have Jaime/Beetle on the team, she can lend muscle. She weaponized herself a year ago, which means she's got some super strength kicks and jabs going on if they encounter any physical resistance. She's not here to hurt anyone provided they aren't trying to break/maim/kill anyone on the team, or she's not afraid to dislocate a wrist or ankle for further prevention.
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I'm not sure if the other mutiny guys are any good w/ tech aside from Luke, so I imagine he'd have to take point and the others would be playing body guard
but
yes
Does that sound like a good idea at all?
For Steph personally, she's handy with technological systems and punching people, and she'll be a little more ruthless than strictly necessary, so if anyone wants their character's badly injured, I'm here 4 u.
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BUT I think it would be a good idea(and one she would suggest) that they save her half of the door sabotage for after our pro-Initiative team makes a first attempt to fix the problem, to give Luke a chance to let his skills shine on an OOC level, and to keep things difficult and surprising on an IC level. All it takes to break Syllona's spells is to the erase the circle she's written down, so an element of surprise would prolong how long it might take the other team to figure out, especially after just getting them back in working order.
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Re: Door Controls and Stuff
Transporter Room
Pro Initiative
OBVIOUSLY I would not have him do that to someone without permission, just tossing it out there in case it's something anyone would be interested in (be sure to find a way of bringing your character back to life, though! I don't think the Initiative can rez people yet, correct me if I am wrong).
This could cause some IC drama as well, which is par for the course with Team Metal Gear.
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Ganked from Chloe down there:
--Raiden--
Diplomacy: Very Low
Aggression: Very High
Defensive Reaction: Very High
Threat Level: High
Military cyborg who gets off on violence. He won't have the intention of killing anyone, as stated above, merely arresting them. However, he's not much of a thinker and tends to say the wrong things at the wrong time. If mutineers need to defend against him the best way is either through EMPs, which stun him, or magic which doesn't exist in his world so he was not built to resist it in any way. I'm okay with him getting hurt if it comes to that. Ideally no death, since I have more fun playing with heavy injuries with this character (he needs other people to repair him!). That said, Raiden can take a lot of abuse without dying. Just talk to me first, if it makes sense I'll be okay with it.
Note: I may want to restrict him to minor injuries depending on possible outcomes to another plot that are still pending. He might be getting brutally messed up then repaired before this and messing him up again could be a little bit too much for his closer CR. I'll have a better idea of what's up with that soon, I hope.
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for all your PRO-MUTINY plotting/organizational needs
That said, if it comes to it I am totally aokay with any and all IC consequences up to and including death. Obviously I'd appreciate a bit of advance warning (so I don't open my inbox and find his head's been chopped off or something), but if it comes to that I'm totally cool with rolling with the...extremely lethal punches...
Ella is Pro Initiative and very pissed off
SO IT'S CRAZY LATE AND I'M TIRED but the basic gist of it is that Ella is not in a good place right now so this whole thing will put her on edge, and you don't want the indestructible teen with crazy powers to lose her patience.
She'll do her best to remain civil but if negotiations don't go well she's liable to lay down the hurt, and she has become fairly good at it now.
LONG STORY SHORT I'M OPEN TO EVERYTHING. There's still plenrlty of space for trauma here.
STEALING THIS ALRIGHT:
Diplomacy: Medium
Aggression: Medium-High
Defensive Reaction: High
Threat Level: SO HIGH
Here is a Pro-Initiative Death God
Fortunately, he is a reasonable person and is willing to have things end without a fight, but he won't have much faith that this is going to happen. Expect him to be in there with his blade drawn, because while he won't go on the offensive unprovoked, he ain't going into a hostile situation without a weapon out. He is not above violence, obviously, but he'll aim more toward the goal of apprehension than lethal force. Unless you're presenting sufficient threat, he won't kill you. The closer you are to a normal-level person, the more likely you are to come out of this alive and not too broken up.
Edit: Gee, maybe I should put some powers details, here. On the mundane level, he's really, really good with that sword. Feel lucky that he will not release it in the moonbase; even his initial release can be pretty big and destructive. But he won't do that because he's not an idiot. He can move faster than regular human perception. He has spells of both the destructive and binding varieties, the latter more likely to see use in this situation. While he'll still have some ability to freeze things with his spiritual power, this is greatly hampered by the low amount of water to be found in the area. Oh, and he could use his spiritual power to squish you to the ground if you're not strong enough to resist it.
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Chloe Frazer in the right spot Ty more options button!! | Mutineer
Tempest playing for the pro-mutiny team!
Pro-Initiative
Pro Initiative
anti-mutiny and not really pro-initiative just pro-everybody sit down and think about what you did
Pro Initiative ish
Maximum Anti-Initiative
Pro-Mutiny
Mutineer, yaaaaar
GRAVITY REGULATIN'
pro-mutiny
kaji is well-versed in the more technical side of things, and he's more than willing to give/receive help in this regard. i'm sure oxygen concentration/air pressure has to be worked out as well, to make sure the party doesn't end any earlier than it should
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Re: GRAVITY REGULATIN'
Neutral - Pro - Gravity
ANTI:
mutiny 4 lyfe
NETWORK BREAKING/RESTORING.
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MUTINEER GENERAL TACTICS GUIDELINES:
The text itself reads: ]